Wide cinematic shot of a "Post-Apocalyptic School". The interior of a vast

Wide cinematic shot of a "Post-Apocalyptic School". The interior of a vast, decayed classroom, bathed in the haunting light of a perpetual golden hour that streams through broken, boarded-up windows. Thick dust motes float in the air. Rows of dilapidated desks are covered in a layer of dust, ash, and forgotten notebooks. A large chalkboard is half-collapsed, covered in faded equations and ghostly traces of chalk. Nature is reclaiming the space: thick ivy and moss crawl through cracks in the walls, and a young, resilient sapling has burst through the cracked concrete floor near the teacher's desk. In the center of the room, a single, makeshift desk is neatly organized with salvaged items: a stack of pristine books, a pot of ink made from charcoal, and a row of carefully placed geodes and rusted toys instead of textbooks. The atmosphere is one of melancholic silence and quiet resilience. Cinematic lighting, volumetric god rays, hyper-realistic, photorealistic, Unreal Engine 5, detailed textures of decay, dust, and water stains. Style of Simon Stålenhag and a touch of Fallout game concept art.
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Wide cinematic shot of a "Post-Apocalyptic School". The interior of a vast, decayed classroom, bathed in the haunting light of a perpetual golden hour that streams through broken, boarded-up windows. Thick dust motes float in the air. Rows of dilapidated desks are covered in a layer of dust, ash, and forgotten notebooks. A large chalkboard is half-collapsed, covered in faded equations and ghostly traces of chalk. Nature is reclaiming the space: thick ivy and moss crawl through cracks in the walls, and a young, resilient sapling has burst through the cracked concrete floor near the teacher's desk. In the center of the room, a single, makeshift desk is neatly organized with salvaged items: a stack of pristine books, a pot of ink made from charcoal, and a row of carefully placed geodes and rusted toys instead of textbooks. The atmosphere is one of melancholic silence and quiet resilience. Cinematic lighting, volumetric god rays, hyper-realistic, photorealistic, Unreal Engine 5, detailed textures of decay, dust, and water stains. Style of Simon Stålenhag and a touch of Fallout game concept art.
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